Magic : The Gathering Creatures


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Kitsunekaboom

First Post
I promise those bubbling beebles will happen soon, until then.

Stone Throwing Devils
Small Outsider (Chaotic, Earth, Evil)
Hit Dice: 3d8+3 (16)
Initiative: +7 (+3 Dex +4 Improved Initiative)
Speed: 40 Ft
AC: 16 (+1 Size, +3 Dex, +2 Natural)
Attacks: Rock Throw +8 Missile; or Bite +3 melee, Claw –2 Melee
Damage: Rock Throw 1d6+3; or Bite 1d4+1, Claw 1d3
Face/Reach: 5 Ft. 5 Ft./5 Ft.
Special Attacks: Stone Throw
Special Qualities: Darkvision 60’, Immunities
Saves: Fort: +4, Ref: +6, Will: +3
Abilities: Str:12, Dex:16, Con:12, Int: 8, Wis: 10, Cha: 6
Skills: Climb +5, Hide +9, Jump +5, Listen +4, Move Silently +6, Spot +4
Feats: Improved Initiative
Climate/Terrain: Any Land, the Hells
Organization: Solitary, or Gang (2-6)
Challenge Rating: 2
Treasure: Standard coins, Half Standard all else
Alignment: Always Lawful Evil
Advancement: 4-6 HD (Medium)

Stone throwing devils are bizarre creatures from the nine Hells. They look somewhat like skinless rat-like humanoids that have small pointed horns. They are known for grabbing rocks and throwing them very hard and for great distance.

They aren’t very intelligent, but can cause massive amounts of property damage during a night. They are often accidentally summoned to the Prime by infernalists looking to cause minor amounts of damage.

Other fiends rarely summon Stone throwing devils, as they are too stupid to effectively use. Stone throwing devils like shiny things.

Combat

Stone throwing devils stay at range because their melee attacks are rather weak and they are rather cowardly. They aren’t much on tactics either.

Stone Throw (Ex): While in the hands of a stone throwing devil, a stone sails further and hits harder. Stone throwing devils have a +2 racial bonus to damage with a rock. They have a range of 50 feet. Stone throwing devils gain a +2 racial bonus with thrown weapons and do not suffer any penalty from using improvised throwing weapons. Other improvised throwing weapons do not deal the extra damage and still have a range of 10 feet.


Immunities: Stone throwing devils are immune to acid, fire, and poison.

Outsider: Stone throwing devils cannot be raised or resurrected, although a wish or miracle will restore its life.
 
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Kitsunekaboom

First Post
Ok you asked for it...

Bubbling Beebles
Diminutive Aberration
Hit Dice: ¼d6 (2)
Initiative: +5 (Dex)
Speed: 20 Ft
AC: 19 (+4 Size, +5 Dex)
Attacks: Slam +3 Melee
Damage: Slam 1d2-1
Face/Reach: 1Ft. 0Ft.
Special Attacks: Nil
Special Qualities: Lowlight Vision, Bubbling
Saves: Ref: +5, Fort: +0, Will: +2
Abilities: Str:8, Dex:20, Con: 10 Int: 4, Wis: 14, Cha:16
Skills: Hide +17*, Listen +3, Move Silently +5, Spot +3, Swim +3
Feats: Nil
Climate/Terrain: Any Land
Organization: Solitary or Swarm (5-25)
Challenge Rating: 1
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: 1-3 HD (Tiny)

Bubbling beebles are another variety of very small bipedal hamsters. Just like their, much more durable cousins, they are adorable and innocent looking little vermin that reproduce in large numbers and can create huge messes in sewers and laboratories.

These beebles are semi opaque greyish white. Their color is part of the natural camoflauge of their bubble covering.

Combat

Bubbling (Ex): Each round a bubbling beeble produces enough foamy bubbles to give it ¼ concealment. Any strong wind, fire, or water effect will negate the cover.

Every four bubbling beebles produce ½ cover. Every eight produce ¾ cover. Every 16 produce 9/10, and every 32 produce total cover.

Skills: Bubbling beebles get a +8 circumstance bonus to Hide checks while in bubbles due to their coloration.
 

Krishnath

First Post
How cute. You should do the winged Beeble next (It can be seen on the art on the Stronghold sets Nausea card.)

Also the stone throwing devils should be LE and come from the nine hells. They are DEVILS, not demons :p

Other than that, good work. :D
 

Kitsunekaboom

First Post
Would you believe I constantly get devils and demons mixed up just a little? (I don't differentiate in games I run, both sets are evil bastards coming from areas vaguely the same and hate each other a lot. :D
 




Kitsunekaboom

First Post
C'mon somebody has to have a few creatures worked up besides me. ;)

Goblin Mutant
Large Monstrous Humanoid (Goblin)
Hit Dice: 4d8+16 (34)
Initiative: -1 (-1 Dex)
Speed: 30 Ft
AC: 17 (-1 Size, -1 Dex, +6 Natural, +3 Hide)
Attacks: 1 Claw +9 Melee, Greatsword +5 Melee, 3 Bite +4 Melee
Damage: 1d6+5 Claw, Greatsword 2d6+2, 1d8+2 Bite
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Nil
Special Qualities: Nil
Saves: Fort: +5, Ref: +3, Will: +3
Abilities: Str:20, Dex:8, Con:18 Int: 5, Wis: 8, Cha:7
Skills: Climb +6, Intimidate +6, Jump +6, Listen +4, Move Silently +3, Spot +4
Feats: Toughness, Weapon Focus Greatsword
Climate/Terrain: Mountainous Terrain
Organization: Solitary or Gang (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Usually Chaotic Neutral
Advancement: By character class

Goblin mutants are just that, goblins that through the instability of their genes have become something much more fearsome. They stand at over nine feet tall with sickly green skin, blank yellow eyes, which show a feral intelligence little above an animal, and three faces each with huge omnivorous teeth.

They rarely know exactly how large they are. They always think of themselves as one of their smaller cousins, regardless of all physical evidence.

Combat

Their smaller cousins have to lead them into battle as they won’t go themselves. They are used as shock troops mostly, who go into battle and crush all foes infront of them.

Skills: A Goblin Mutant uses it’s Strength modifier for all Intimidate rolls, in addition it gets a +4 racial bonus to all Listen, Move Silently, and Spot checks.

Goblin Mutant Characters
Goblin mutants are only suited for fighting. Most become barbarians, some become rangers, but none are disciplined enough to become fighters.
 
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